If you are immune to something, do you still make a saving throw?

RigaMortus2

First Post
Let's say you are immune to ability damage, and you get hit by an attack that deals ability damage but allows a save. Do you still make the save, even though if you fail the save, you are immune to it anyway?
 

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RigaMortus2 said:
Let's say you are immune to ability damage, and you get hit by an attack that deals ability damage but allows a save. Do you still make the save, even though if you fail the save, you are immune to it anyway?
Can you give an example (i.e why you are asking the question)?
 

You can choose to fail the save, but if it is not harmless you get a save and have to make the save.

But, I swear this same question was asked not so long ago.
 

RigaMortus2 said:
Let's say you are immune to ability damage, and you get hit by an attack that deals ability damage but allows a save. Do you still make the save, even though if you fail the save, you are immune to it anyway?

You generally wouldn't have to, but you could if you wanted I suppose.

If the end result is the same, why bother rolling the save?

Is there some other effect that might depend on a successful or failed saving throw?
 

Helm of Brilliance type effect maybe?

If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.
 

RigaMortus2 said:
Let's say you are immune to ability damage, and you get hit by an attack that deals ability damage but allows a save. Do you still make the save, even though if you fail the save, you are immune to it anyway?
If there's no reason at all to make the save, don't make the save.

If there is some reason to make the save, make the save.

This seems like it would be obvious to me.
 

Vegepygmy said:
If there's no reason at all to make the save, don't make the save.

If there is some reason to make the save, make the save.

This seems like it would be obvious to me.

I don't think you understand what I am asking. Yes, there is a reason to make the save if you succeed. If you succeed the save "something good" happens (beyond just making the save as normal). However, if you fail the save, something bad would (normally) happen to you. If there is a way to negate the bad effect of a failed save by being immune to the effect in the first place, then would this also negate the "good effect" if you succeed the save?
 

RigaMortus2 said:
If there is a way to negate the bad effect of a failed save by being immune to the effect in the first place, then would this also negate the "good effect" if you succeed the save?
Not at all. Whether you're immune to the effect once it's applied to you is irrelevant to rolling a save. You alway roll a save for non-harmless effects unless (a) you choose to fail, or (b) the effect explicitly doesn't allow a save.
 

Sejs said:
Is there some other effect that might depend on a successful or failed saving throw?

Alright, I'll just spit it out... I was thinking of making a Wizard (or Sorcerer) with the feats: Great Fortitude and Poison Healer. Poison Healer is a general feat from Fiendish Codex I: Hordes of the Abyss. It requires a prereq of Great Fortitude and Con 13. Basically, anytime you succeed at making a saving throw against a poison effect, you get healed (I beleive it is like twice you Con bonus, or twice your character level, I forget which).

So I was thinking of making a Wizard (or Sorc) with a Tiny Viper familiar and after combat, have the viper bite me. Should I make the saving throw, I get healed up. The DC for a Tiny Viper's poison is DC 10. The problem is, a natural 1 always fails, so I need a way to be immune to the poison (which happens to be 1d6 Con damage). There are other feats and classes even (such as Warforged) which can get you a complete immunity to poison.

So if I am immune to poison to begin with, do I ever make the save? Making the save = getting healed. Failing the save = 1d6 Con damage which is what I am trying to find a way around (ie being immune to poison or Con damage).
 

Also, area affects will burn your stuff if you botch a save. [natural 1], so tryng to jump away from a fireball actual can be a hazard by the way the rules work.

Spell / magic item based protections apply to items you wear.
Being naturally immune to fire means you will be skinny dipping if you swim in lava.
 

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